More cleanup then starting to sort out how to make systems extensible easily.

This commit is contained in:
Zed A. Shaw 2026-03-22 13:24:03 -04:00
parent 6a0c9e8d46
commit cbff127b40
13 changed files with 106 additions and 769 deletions

View file

@ -52,34 +52,3 @@ TEST_CASE("map placement test", "[map-fail]") {
}
}
}
TEST_CASE("map image test", "[map]") {
GameDB::init();
auto& level = GameDB::current_level();
Matrix map_tiles = matrix::make(7,7);
EntityGrid entity_map;
auto render = std::make_shared<sf::RenderTexture>();
sf::Sprite sprite{render->getTexture()};
auto player = level.world->get_the<components::Player>();
auto& player_pos = level.world->get<components::Position>(player.entity);
auto player_display = level.world->get<components::Tile>(player.entity).display;
for(matrix::each_row it{level.map->walls()}; it.next();) {
player_pos.location.x = it.x;
player_pos.location.y = it.y;
System::draw_map(map_tiles, entity_map);
System::render_map(map_tiles, entity_map, *render, 2, player_display);
// randomly test about 80% of them
if(Random::uniform(0, 100) < 20) break;
#ifdef TEST_RENDER
// confirm we get two different maps
auto out_img = render->getTexture().copyToImage();
bool worked = out_img.saveToFile(fmt::format("tmp/map_render{}{}.png", it.x, it.y));
REQUIRE(worked);
#endif
}
}